Course overview

ģ Exploration of the processes of creating objects, materials, lights, and cameras to accomplish a visual graphic and theme.ģ

This course aims to explore geometric modeling, materials, lights, cameras, and rendering. Students will also learn both the technical and creative aspects of 3D design.

The course also incorporates idea of fine art, design, cinematography, and traditional drawing.

The class will be taught using hands on exercises.

DOWNL OAD_syllabus in PDF format here!

Required materials for this course
- Storage such as USB Thumb /flash drive (at lest 128MB), USB external hard/USB+Firewire drive any size, CD/DVD R/RW

Recommended Reading
- Online document under Maya help menu (highly recommended)
- Lammers, Jim. Maya 6 Fundamentals, New Riders Publishing, 2004.
- Demers, Owen. Digital Texturing and Painting. New Riders Publishing, 2002.
- Birn, Jeremy. Digital Lighting and Rendering. New Riders Publishing, 2002.
- Maraffi, Chris. Maya Character Creation. New Riders Publishing, 2004
- Alias wavefront. Learning Maya 6 series. Alias/wavefront. 2003

Note*   Due to the natural complexity of 3D Computer modeling, you will need to work outside of the class to complete your products. You must be a self-motivated and please have fun with your project.

In order to understand the complex aspects of Maya, there will be eight in-class exercises along with 3 assignments (Modeling with NURBS, Modeling with Polygon, texture mapping, lighting and camera) before completing the final project.

Requirement for each of the assignment and the final project

  1. Turn in the Maya files (only the final stage of your scene) of each assignment and project. You don't need to turn in the Maya files of in-class exercises.
  2. Turn in digital files of your final rendering in Tiff format. You must include at least 3 different camera views of your scene. (Some of in-class exercises, you may need only do screen capture and don't need to render for the final out put.)
  3. The final output in printing formats: one or more large format prints (minimum of 17"x11") OR at least 4 small prints (minimum of letter size 8 1/2 " x 11").
  4. Update your web portfolio to include your modeling assignments.
Term assignments and final project

“ The theme of final project is" The Future ".. open for any subjects, such as industrial design, architecture, and so on. The image can be abstract or stylized realism. Due December 9, 2004

Ten in-class exercises

The structures of the exercises are designed for students to understand the functionality of tools that are available in Maya. Students will follow the in-class instructions step by step as presented by the instructor. If the assignments are not completed in the class within the time allowed, they must be finished outside of class and re-submitted.

First in-class exercise: Modeling with primitive surfaces NURBS and Texture mapping part one( NURBS)
Second in-class exercise :
NURBS Modeling with Curves and surface tools
Third in-class exercise : Materials and Texture mapping part Two( NURBS)
Forth in-class exercise : Convert NURBS to Polygon/simple polygon modeling
Fifth in-class exercise : Modeling with Polygons
Sixth in-class exercise : Materials and Texture mapping (POLYGONS) 2 parts
Seventh in-class exercise : Modeling with Sub-Division surface and Convert Sub-Division to Polygon
Eighth in-class exercise :    Lighting and Camera (Cinematograph)
Ninth in-class exercise :    Rendering with mental ray
Tenth in-class exercise :   Paint Effect
Additional exercise ģ Modeling with deformersī

Four Assignments

Assignment One ; " Optical Art " Combine primitives to construct a creative models that are influenced bt the work of Victor Vasarely and Bridget Riley. Due September 7, 2004

Assignment Two ; " Belonging " NURBS modeling: On this assignment, you will create a set of your daily objects or favorite objects that you use everyday. (All objects need to exist, so that you can touch and feel the real object and visualize the shape and details. Then you will create a blueprint of each object for a modeling purpose.) Due October 7 , 2004

Assignment Three: "Organic/Natural Growth"Polygons modeling: On this assignment, you will create an artistic piece that is influenced by organic growth patterns. Do not create a realistic landscape. When you look at natural elements in our environment, it is apparent that patterns are governed by geometric patterning or mathematical rules. A pinecone consists of numerous elements that are similar and arranged in a concentric overlapping fashion. Trees have branches that are structured like the tree itself. Create a scene with organic looking elements that have a pre-defined rule that determines the construction of the elements. Compose an entire scene; therefore you may want to think about the environment the element exists in. Due October 28, 2004

Assignment Four : "Remembrance" Create convincing emotion though the lighting, texturing, composting, and rendering. You will try to capture a moment of time such as the expression of sorrow, gratification or glory . You can use color, shape, texture, diagonals, lighting and compositional strategies to convey the emotion. Due November 23, 2004

Final Project: " The Future "

Create and design a visual theme of the future using modeling, texturing, lighting, and final rendering. The theme is open for any subjects, such as industrial design, architecture, and so on. Please be creative and express meaning in your design. Intensive research on topics related to your target subject is the important key. Be creative and experiment with the composition. (No spaceship, star fields, or robots.) The image can be abstract or stylized realism. Due December 9, 2004


Approximate Grade Emphasis

Sketchbook: 10 points
10 in-class exercises: 20 points (2 points each exercise)
4 Assignments: 40 points (10 points each)
Final Project : 30 points (25 points/final work, 5 points/Review)

Grades are based on the quality and quantity of your work. I will also consider your participation, ambition, commitment and development of your work from one project to the next. The following will be considered on grading:

Craft- Technical ability and craftsmanship
Concept- Visual thought process. The ability to interpret course concepts inventively, the ability to search for and discover methods and ideas with insight, and the ability to organize clear visual relationships.
Ambition - The ability to study effectively during class hours, the ability to accomplish work on a weekly basis, and the ability to apply constructive discussion during the class.
Productivity - The amount of work completed and how complete the works are.
Development - How much of your work has been developed and improved since the beginning of the semester.

A = Outstanding, excellent work 100 - 90 points
B = Above average work 89 - 80 points
C = Average work 79 - 70 points
D = Below average work 69 - 60 points
F = Failing work 59 - 0 points


3d art is time extensive and the technology associated with it is always changing. Learning the fundamentals is a must. Techniques, concepts and ideas discussed in this class are essential for a 3d Artist. Because of these, attendance is essential.

1 absences = excused
2 absences = grade lowered 1 letter grade
3 absences = grade lowered 2 letter grades
4 absences = grade lowered 3 letter grades
5 absences = fail course. Dropping course recommended

Being late to class three times will be counted as one unexcused absence. Likewise, leaving class early will be counted as an absence unless approved by instructor.

Student Needs
Any student who wishes to discuss accommodations on the basis or a disability, please come and talk to me after class or during office hours.

Lab Rules:
All students must fill out the on-line student information form. Failure to fill out this form will result in losing your account. Use of beepers and cell phones is prohibited in the classroom environment. Please turn them off during class hours.


update 8/22/04